Ian Romanick wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Chris Wilson wrote:
>
>> diff --git a/src/mesa/main/bufferobj.c b/src/mesa/main/bufferobj.c
>> index 52c4995..08633a9 100644
>> --- a/src/mesa/main/bufferobj.c
>> +++ b/src/mesa/main/bufferobj.c
>> @@ -37,6 +37,8 @@
>> #include "image.h"
>> #include "context.h"
>> #include "bufferobj.h"
>> +#include "fbobject.h"
>> +#include "texobj.h"
>>
>>
>> /* Debug flags */
>> @@ -1655,3 +1657,351 @@ _mesa_FlushMappedBufferRange(GLenum target, GLintptr
>> offset, GLsizeiptr length)
>> if (ctx->Driver.FlushMappedBufferRange)
>> ctx->Driver.FlushMappedBufferRange(ctx, target, offset, length,
>> bufObj);
>> }
>> +
>> +#if FEATURE_APPLE_object_purgeable
>> +static GLenum
>> +_mesa_RenderObjectPurgeable(GLcontext *ctx, GLuint name, GLenum option)
>> +{
>> + struct gl_renderbuffer *bufObj;
>> + GLenum retval;
>> +
>> + bufObj = _mesa_lookup_renderbuffer(ctx, name);
>> + if (!bufObj) {
>> + _mesa_error(ctx, GL_INVALID_VALUE,
>> + "glObjectUnpurgeable(name = 0x%x)", name);
>> + return 0;
>> + }
>> +
>> + if (bufObj->Purgeable) {
>> + _mesa_error(ctx, GL_INVALID_OPERATION,
>> + "glObjectPurgeable(name = 0x%x) is already purgeable",
>> name);
>> + return GL_VOLATILE_APPLE;
>> + }
>> +
>> + bufObj->Purgeable = GL_TRUE;
>> +
>> + retval = GL_VOLATILE_APPLE;
>> + if (ctx->Driver.ObjectPurgeable_RenderObject)
>> + retval = ctx->Driver.ObjectPurgeable_RenderObject(ctx, bufObj,
>> option);
>> +
>> + return retval;
>> +}
>> +
>> +static GLenum
>> +_mesa_TextureObjectPurgeable(GLcontext *ctx, GLuint name, GLenum option)
>
> Usually, only functions that are connected directly to the dispatch
> table get camel case. Functions that are only used internally are
> usually named _mesa_texture_object_purgeable.
>
> I don't know if it's worth changing these. Brian may have an opinion
> about this.
Yes, that's what I'd prefer.
The idea is if you're looking for code related to glBindTexture() you
can grep for "BindTexture", for example.
When I see _mesa_TextureObjectPurgeable() I'm thinking "is there an
API entrypoint named glTextureObjectPurgeable()? (there isn't)
-Brian
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